This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::Plugins::Wall Class

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Header: #include <plugins/Unigine/Wall/UnigineWall.h>

This set of functions is available when the Wall plugin is loaded. This plugin allows rendering Unigine viewport into the configurable number of windows.

Notice
Wall plugin cannot be used in a Qt-based application

If the plugin is loaded together with the engine, the HAS_WALL definition is set. This definition can be used, for example, to avoid errors if the plugin is not loaded: the code in which the plugin functions are executed can be wrapped around as follows:

Source code (UnigineScript)
#ifdef HAS_WALL
	// engine.wall functions
#endif

See also#

Wall Class

Members


Ptr<Gui> getGui ( int x, int y ) #

Returns a GUI instance to draw interface on the specified monitor.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Return value

GUI instance.

int getWallHeight ( ) const#

Returns the number of Wall monitors in a vertical column (how many rows of monitors there are).

Return value

Number of Wall monitors.

int getPrimaryX ( ) const#

Returns the number of the monitor in a horizontal row, which is the primary and can render GUI, wireframe and other additional information.

Return value

Monitor number in a horizontal row.

int getPrimaryY ( ) const#

Returns the number of the monitor in a vertical column, which is the primary and can render GUI, wireframe and other additional information.

Return value

Monitor number in a vertical column.

int getWallWidth ( ) const#

Returns the number of Wall monitors in a horizontal row.

Return value

Number of Wall monitors.

int isEnabled ( int x, int y ) const#

Returns a value indicating if the specified Wall monitor is enabled for viewport rendering.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Return value

Returns 1 if the monitor is enabled for rendering; otherwise, 0.

void setEnabled ( int x, int y, int enable ) #

Enables the specified Wall monitor for viewport rendering.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
  • int enable - 1 to enable the monitor for rendering; 0 to disable it.

void setPrimary ( int x, int y ) #

Sets the monitor to be the primary display that can render GUI, wireframe and other additional information.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Ptr<Camera> getCamera ( int x, int y ) #

Returns the camera from the specified monitor.

Arguments

  • int x - Column of the monitor.
  • int y - Row of the monitor.

Return value

Camera smart pointer.

void setCamera ( int x, int y, const Ptr<Camera> & camera ) const#

Copies the camera from the specified monitor to the provided camera.

Arguments

  • int x - Column of the monitor.
  • int y - Row of the monitor.
  • const Ptr<Camera> & camera - Camera smart pointer.
Last update: 2024-04-19
Build: ()